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yellowdaddy
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Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003 time: 05:34
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i worry about gary's map, how different will it be from the current one - how many units and overlays are worth doing?
Last edited by yellowdaddy on 09-03-2004 at 17:52
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:34
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quote: "Ruler" window work ? |
Yes it will work.
There's also a new user interface to build military units based on criteria and not on what units are available. It would need work, but I put it up for the ai (yes, building a user interface to code the ai looks dumb but I did it that way) so I'll wait for feedback to see if anyone uses it or likes the idea.
Government model will probably be missing regimes, depending on how long it takes Gary to code the save part and how much work they throw at me at work (right now it's between "very much" and "a lot more", which doesn't leave much time for me to code at home for probably one month). Not all riot types will be available, not all the subtleties of the social model, mostly because I strongly believe I need a tech tree before you can see the model in action (evolution of the moral code, culture, etc.).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:34
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What figures did you put? If you set breach to anything not zero, then you'll always get siege weapons because they are the only units who can give you that.
I tried Carthago and set attack to 1, leaving the rest to 0 and got legions.
Basically, here's how it works (remind that it's actually built for the ai...):
One knows one needs armies made of f.e. 1000 attack strength, 300 defense and 20 breach points. This turns into a set of numbers reduced in 0-1 range like 1 for attack, 0.3 for defense and 0.02 for breach. All units are then compared to these numbers, and the best match is chosen. The match is done by multiplying the unit figures power that number (considering X power 0 = 1), and multiplying everything together (cost is actually 1/cost).
So the ai needs that an even low importance characteristic which is available by only one unit must provide that unit as a result. The difference between the ai and the panel is that the ai upates its needs constantly, so that when it's built 20 breach points or more, it updates its profile to something like attack 1, defense 0.3, and starts producing other units. That's a bit more complex, but that's the idea.
I typically use this to create borad categories with very few characteristics. Things like attack = 1 (attackers), attack = 1, cost = 0.5 (emergency attackers), breach = 1 (breachers), and let the rest to 0.
This interface is actually not very useful until we have new units appearing thanks to new techs.
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